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Messages - squidgetx
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436
« on: October 21, 2011, 07:39:44 pm »
I can't believe I forgot everything about freq() syntax after AxeSynth....But try it with less than 255. I'm not too famliar with float{} either- do you need the superscript r? Quigibo: Sounds nice (the tables) Perfect for enemies, let's hope we don't get hopelessly confused people trying to use them as tilemaps LOL Does anyone remember how the file object is structured? I remember it's 3 bytes large; but does oY1 point to the page number or the pointer within the page?
437
« on: October 21, 2011, 07:34:31 pm »
^^Sorry, what? Explain a little more, please This is getting out-dated but I haven't used 1.0.5 enough to figure out all the auto opts and new opts that can be (ab)used
438
« on: October 19, 2011, 06:30:40 pm »
you can cheat like in Squidgetx game and simply display sprites of squares and display alternate ones when they're far away or rotating?
Heh heh. Basically, yeah
439
« on: October 18, 2011, 09:27:39 pm »
If anyone's interested, I've added an RSS feed and started a regular update schedule Anyone else with feedback on both the comic and the site design, please share!
440
« on: October 17, 2011, 05:38:40 pm »
Got 'em. Thanks guys.
441
« on: October 17, 2011, 04:14:02 pm »
I just got my internet back, downloaded audacity and LAME, and uploaded a fresh hq mp3
442
« on: October 17, 2011, 04:12:49 pm »
443
« on: October 17, 2011, 04:02:56 pm »
So I'm trying to make an rss feed, and my problem isn't with the formatting, or the php, or anything. I've got it at the point where the php outputs what should be proper rss xml, but I don't know how to get the browser to realize that it's an xml file, not html.
http://domain.comdescriptionendomain.com/1.pngDesc1domain.com/1.pngDesc2 <?xml version="1.0" encoding="utf-8"?> <rss version='2.0'><channel><title>Title</title><link>http://shakespearescomics.tk</link><description>description</description><language>en</language><item><title>Title1</title><link>domain.com/1</link><description>Desc1</description></item>...etc. So the output of the php isn't wrong, but the browser can't detect that it's xml because the file is named 'rss.php.' I tried using Apache's .htaccess to treat xml as php but that doesn't work either... (AddType application/x-httpd-php .xml) I also tried adding 'Content-Type: application/xml' at the beginning of the file but that didn't seem to work either..
444
« on: October 16, 2011, 09:27:29 am »
445
« on: October 16, 2011, 09:25:23 am »
Daayyuummm son...that looks nice.
Are there even any other platform shooter games like this in existence? The bullet animations are great. I hope you're not having too much trouble with the AI. Also nice job on the speed.
Are all the blocks going to be that solid white, or are you going to have other types of tiles? One small complaint I have is that having the name of the weapon appear in black in teh corner looks a little odd. Maybe have it be centered and in white?
446
« on: October 15, 2011, 08:42:57 pm »
It's my recommendation that anyone using this should understand how RLE works and be able to write their own decompression routines. I believe that Builderboy and Nemo both have tutorials on RLE decompression somewhere on this forum. I didn't add groups since this tool is mainly aimed at developers who want to compress levels and maps and such in their Axe projects, not for general calc variable compression (Also I don't think that groups would compress very well )
447
« on: October 15, 2011, 07:26:39 pm »
Finally got compression working -_-
@ aeTIos: How about giving more detailed advice than just 'try to use SMC'? How would that help me? Why would I want to use SMC? Do you think I haven't already thought about it? The problem is that SMC and writeback wears the flash even more than archiving and unarchiving. besides, i don't even think it would work. Can you think of a way to do it using SMC?
448
« on: October 15, 2011, 07:18:34 pm »
Hey, so as a side effect of work on A:P and Gravity Guy, I've come out with a general use whole-byte row-length-encoding compressor that can be run ON-CALC You can choose nearly any file on your calc (appvars, programs or protected programs) to compress. The compressed data is then sent to Str1, easily recallable into some program you want to compile for use in Axe. You can choose the offset from the beginning of the file as well as how many bytes to compress. For protected programs, adjustment of the offset for the 3 byte header of asm() programs is included. (I should probably make this an option. I probably won't bother to account for MOS and DCS headers etc. since I don't think people will be trying to compress those...) Known bugs: - Display glitches if you don't have a lot of programs on your calc
- Possible crash if the output is greater than 716 bytes
- Display glitch if the percent compression figure is negative
- Random debug output in the compressing screen that I forgot to take out
To do: - Adjust for any size input
- Fix bugs
- Make an error screen if not enough free RAM or if the output is larger than the input
However, it's still extremely functional. So anyone who thinks they might use this, enjoy! COMP is the Asm() executable, and ACOMP is the Axe source
449
« on: October 13, 2011, 06:41:09 pm »
What problems are you having specifically with the appvars?
450
« on: October 12, 2011, 11:08:24 pm »
Problem is I really really don't want to do 3 and 1 the appvar being unarchived/rearchived would be ~1.5k, unless I had two files for each levelset which would just be stupid. 2 I do t like because if I was the user I would hate it and I'd be archiving and unarchiving a lot already. I don't like the idea of so much automatic archiving and unarchiving of a larger variable not only because it sort of wears the flash but also because it will take ages after exiting I think a good compromise would be to have temporary stats. this would be relatively easy to do: basically have an attempt and percentage counter show on the pause screen
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